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Realtime VFX for Games

Realtime VFX for Games

An 8-week course covering different concepts of realtime vfx, simulating a production environment, and what makes great FX in games.

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LEARN DYNAMIC EFFECTS FOR GAMES

LEARN DYNAMIC EFFECTS FOR GAMES

This course covers many different concepts for realtime visual effects, layering complexity as we grow our skillset and basic understanding of what's great FX in games. We'll be simulating the concept of working in a true production environment as we go, while learning the tools and software to flesh out detailed environments, player/world interactions, combat and player abilities. Expect additional deep dives in how to maximize performance, receive and address feedback, and build our VFX libraries to increase the speed and quality of our work for years to come.

Registration Now Open
Registration Period
Oct 09, 2024 - Jan 27, 2025
Course Start
Jan 19, 2025

Course Format

Standard

Skills Level

Beginner to Intermediate

Duration

8 weeks

Q&A

Once a week

Feedback

Individually Recorded

Lecture Type

Pre-recorded Videos
Assignment
Due each week. Expect to spend 8-10 hrs/wk viewing lectures, Q&A, and time on assignments.
PREREQUISITES
Intro to Unreal
MATERIALS
Unreal Engine, EmberGen, and Substance

The more you know, the better.

What the realtime in VFX for games really means | Starting a new Unreal project | Setting up our basic folder structure | Creating our first material | Breaking down an effect, gathering reference | Building our sparks emitter & system | Substance Designer for textures | Understanding collision for particles | Understanding A or B behaviors | Creating parameters, design for future use.

Intro to Embergen for generating our blowing dust | Creating Master Materials and Instances in Unreal | Niagara emitters and systems for blowing winds | Understanding Level of Detail in Niagara | Turning our systems into tools for world set dressing | Taking what we learn to adapt to other uses

Using our dust system in Embergen as a start point for smoke | Creating our smoke material instance | Creating fire spritesheets in Embergen | Adapting our master material for fire | Creating our Niagara system and emitters for fire, smoke, and embers with repurposed spark assets | Optimizing our fire system | Building a campfire blueprint for level designers

Intro to VFX set dressing and how it impacts player decision making | Understanding overdraw | Creating a packed noise map in Substance Designer | Creating a heat distortion master material | Introduction to world position offset/vertex animation | Creating a heat distortion asset | Adjusting our VFX to the world's needs

Creating a player to world footstep interaction system | Intro to surface materials in Unreal | Creating a footprint system in Substance Designer | Creating decal materials (master & instance) | Repurposing assets for supporting VFX | Creating walk and run variations | Adding jump/landing VFX

Breaking down what goes into a weapon VFX suite | Gathering & adapting reference footage | Using Substance Designer & Embergen for assets | Creating a weapon muzzleflash Niagara system | Creating a weapon projectile Niagara system | Creating a weapon impact Niagara system | Creating testing tools (weapon turret blueprint) | Adapting our test map to include a firing range for our tools | Introduction to feedback best practices

Addressing feedback on our weapon VFX | Creating a unique variation of our weapon impact VFX for a new surface type | Adding functionality to our turret tools for surface material responses | Introduction to Player Abilities VFX | Designing our Player Ability, breaking it down into small parts | Creating Functional VFX and understanding the foundation elements | Enhancing our Player Decision Making through shape language and motion | Understanding timing

Addressing final feedback on our Player Ability VFX | No-wake polish tasks (polish without impacting others) | Digging into other types of player abilities and how we can take what we've learned and apply it towards those

Prepare to Meet your Master

LECTURES BY Josh Parker
Course Start: Jan 19, 2025

Alex entered the games industry in 2016, starting as a generalist doing everything from UI art to visual scripting. Following this, he continued to explore a wide range from C++ gameplay programming in Unreal Engine to Maya rigging workflows and Python automation scripting. He eventually found a constant passion and thread of interest in VFX for how it combined art with technology, and shifted to realtime VFX work as his primary discipline. Interested in the entire realtime VFX pipeline, Alex is passionate not just about particle systems and shaders, but in procedural asset and texture generation workflows in Houdini, EmberGen and Substance Designer for VFX. After working on a variety of licensed arcade sports titles, Alex eventually moved to the Pacific Northwest and shifted to the world of AAA games, where he maintains a sharp interest in mentoring, educating, and sharing his passion for realtime VFX.

Instructor's Gallery

Game Art
Game Art
Game Art

PRICING SCHEDULE

Even though our courses are the most affordable for the quality of education, these finance options allow you to focus on your goals instead of the barriers that keep you from reaching them.

3x Payments

$249.67

2x Payments

$374.50

Full payment

$749

Winter TERM REGISTRATION Now Open
Oct 09, 2024 - Jan 27, 2025
COURSE BEGINS on Jan 19, 2025
Realtime VFX for Games

What makes this learning experience unique?

PERSONALIZED FEEDBACK

Receive personalized feedback on all assignments from the industry’s top professionals.


LIFETIME ACCESS

Enjoy lifetime access to the spectrum of course content, including lectures, live Q&As, and feedback sessions.


CERTIFICATION

Show off your Certification of Completion when you turn in 80% of course assignments.


FLEXIBLE LEARNING

Learn anywhere, anytime, and at your own pace with flexible, online course scheduling.


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